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Black Bart

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« on: <01-15-16/0010:08> »
This is my first character in a long time. Since second edition if I remember correctly. Feedback and constructive criticism welcome.

Black Bart
Race: Troll
Bod 7
Agi 3
Rea 4
Str 5
Cha 4
Int 2
Log 3
Wil 3
Edg 4

Qualities
Common Sense (Knows whether or not walking into a bad situation)
Thermographic Vision
Day Job 10 hrs (Drug Dealer)
Uneducated

Skills
Athletics 3
Biotech 2
Close Combat 5
Firearms 3
Influence 4
Outdoors 4
Stealth 2

Karma Summary
Metatype 90 K
Primary Attributes 255 K
Special Attributes 45 K
Positive Qualities 3 K
Negative qualities -13 K
3 contacts 6 K
Nuyen 22 K
Skill Groups 330 K
Active Skills 12 K
Totaled up to 750 Karma

Phys Condition 12
Stun Condition 10
Initiative 7+1d
Armor 10
Essence 5.44
Nuyen Left 640
Composure 7
Judge Intention 7
Lift and Carry 12
Memory 6
Movement 6
Movement 6/12

Cyberware/Bioware

Increased Hearing Spectrum(Alphaware) Essence cost 0.08
Spurs(standard) EC 0.3
Vision Enhancement (Rating 1) (Standard) EC 0.1
Sleep Regulator (Standard) EC 0.08 *Malfunctioning more overtime causing Insomnia

Lifestyle
Puyallup Streets Cost/Month 0

Gear/Armor

Lined Coat $900
Good pants $50
Good shoes $50
PJSS Model 55 $1000
100 Regular Shells $200
Bandoleer for shells $650
Backpack $100
MIcro Transceiver $100
Renraku Sensei $1000
Fake Shotgun License(rating 3) $600
Liter Canteen $10
Carton of cigarettes $50
Survival Kit $200
Lighter $5
Medkit Supplies $100
Biomonitor $300
9 doses Betameth $270
5 doses Jazz $375
3 doses Deepweed $1200
5 doses Red Mescaline $ 250
2 doses Overdrive $1600

Vehicle
Harley Scorpion
Sensor Array (rating 2)
Anti-Tamper Circuits (Rating 3)

Contacts
Marjorie: Puyallup Gang Leader
Caleb: Seattle Beat cop for Lone Star
Sarge: Penumbra Dist. Fixer
I hope thats everything character build wise. Chummer.5 is a pain to figure out uploading so thats why this long form.

Black Bart was born in the dirty streets of Puyallup, son of two trolls that didn't want another mouth to feed. They ditched him as soon as he could walk. A fresh badge named Caleb found him dying on the corner of Wilkins and 73rd. Caleb broke protocol and brought the young troll home, eventually ending his marriage. Black feeling remorseful for causing the breakup ran back to the barrens and joined up with the Troll gang. They were mostly small timers but Marjorie the leader saw Black had vision. He climbed the ranks into what is considered a Caporegime. He gave orders to the young initiates, but he wanted more. With no considerable future in the gang he parted ways, into the shadows. He connected with a Fixer named Sarge that he could buy drugs from wholesale, but he still wanted something different.

Haha man this is quite contrary from what I'm used to doing anymore. Trying to make someone believe in a character is hard work.
Again please give criticism and feedback thanks.
« Last Edit: <01-15-16/0109:54> by Black Bart »
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Novocrane

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« Reply #1 on: <01-15-16/0024:18> »
You should edit your post to include generation method, karma / point distribution, and gear, yes.

Black Bart

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« Reply #2 on: <01-15-16/0112:50> »
Better? This took forever...
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Facemage

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« Reply #3 on: <01-15-16/0222:12> »
Do you know already, in which table you will play? The one difference between 1e and 5e is that karma costs to rise your attributes are 5x new value. Guidelines of karma rewards from 1e have not changed. That's why your character  is almost similar character after first 50 karma (8 runs).

Moreover, how difficult are your first enemies? If they are archetype characters from the corebook, you should have at least 12 dices in your primary skills. Even 16 or 18 dices in your combat skill is preferable.

The primary skills for a street samurai (or ex-ganger) are
2 combat skills (automatics + melee)
Sneaking
Perception

My comments below are based on the following rules: Standard karma rewards and first enemies are archetype characters.

1. The skill groups are not generally good. They contain typically 3 skills of which 2 are useful. And the third is seldom needed. That's why it 's cheaper to buy single skills.

Influence: Only useful skill here is etiquette. Negotiation is good but it needs very high pool to be effective. And typically only a face has the needed high linked attribute (charisma).
Firearms: You shoot with only one weapon => one skill is enough. The best here is automatics.
Stealth: I.think that this is the best skill group. But I think that your agility should be higher to get best benefit.

The ability to dodge weapons is based on your reaction and intuition. They should be very high. Moreover, the agility is your best attribute. It's possible to dump other, but I do not recommend at least many 1. A single 1 is possible but I really recommend for new players at least 2 to all attributes.
« Last Edit: <01-15-16/0230:01> by Facemage »

Black Bart

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« Reply #4 on: <01-15-16/0228:11> »
So kill off influence? Most of the specialty parts on skills? Its been a really long time since I table topped so I'm trying to do some feet getting wet work again.
I'm running off Chummer 5 I've got the sources for 2e and 4e. Trying to tweak it for an inbetween.
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Black Bart

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« Reply #5 on: <01-15-16/0235:14> »
I'll have to tweak this later today. Ol lady wants me in bed, have to go to doc in a few hours.
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Novocrane

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« Reply #6 on: <01-15-16/0322:29> »
Day Job 10 hrs (Drug Dealer) - you need the SINner quality for the Day Job quality, which makes 'drug dealer' possibly not one you'd go for. Made Man (with the group contact being your gang) would make more sense.

Int 2, Log 3 - I would swap these around, if not go Int 4, Cha 3 (assuming you actually want this), Log 1, and spend the saved karma elsewhere.

Biotech 2 - At Logic 2, I wouldn't. How much do they know about surgery, or working with cyberware / bioware? First Aid 1 + Chemistry 1 would be plenty for a dealer.
Close Combat 5 - They're quite good at all forms of close combat? Most people would pick one, and let skill substitution work out the rest. Clubs is a good choice, as a troll can make almost anything a club, but unarmed and In Debt to afford used titanium bone lacing + 4* striking callus would be quite nasty.
Firearms 3 - ditto close combat. As a troll ganger, you probably didn't learn the finer points of stance and aiming. Automatics would suit, and the Krime Spree was built just for you. (alternatively, the Krime Boss & Longarms ... but I recommend automatics)
Influence 4 - Intimidation will be the main skills expected of troll gangers. Con [fast talk] will be needed from time to time. Etiquette you should have.
Outdoors 4 - good choice.
Stealth 2 - I'd go higher, but you don't have to. Possibly just drop the group to take Sneaking, unless you want to focus on disguises (unlikely) or palming (even more unlikely).

Good pants $50, Good shoes $50, Backpack $100, etc ...
Take a squatter lifestyle. This will include basic clothes, bags, food, entertainment for the month. You can reduce the cost by putting it in a dangerous location (-20%) and making it cramped (-10%).
Bandoleer for shells $650 - how is this so expensive, and what is it? Even the reactive myomer pack doesn't cost this much.
Renraku Sensei $1000 - unless you have a wireless bonus you desperately want to defend, take something cheaper.
Fake Shotgun License(rating 3) $600 - drop this, and keep your guns hidden.
Medkit Supplies $100 - no medkit? Let someone else do it.
Biomonitor $300 - you don't need this - you don't have medical services to alert, and there's no gear that will use it. Get a good respirator instead.
3 doses Deepweed $1200 - go with some cheaper, fun drugs like eX, Aisa, Hurlg, and Push.

Bushw4cker

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« Reply #7 on: <01-15-16/0538:38> »
Might want to use Regular Priority A, B, C, D, E for making Troll.. OR  the Sum to 10.

"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Whiskeyjack

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« Reply #8 on: <01-15-16/0631:28> »
Going solely off the original post...

1. You want to be a hanger but your "hit things" score is low and your "talk" score is at the max. Trolls have some problems talking heir way out of situations due to their low cap on CHA. If you want to be a hanger I would suggest max AGI and higher INT and REA as those improve dodging and perception and initiative
2. The weapon skill groups are poor investments because you can only use one attack action per pass. This creates a lot of redundancy that you are very unlikely to get a return on. It's best to focus on 2 skills (one from each) and get them at high ratings so you can reliably hit. I recommend Automatics and Unarmed.
3. You are just over invested in skill groups in general which results in weak dice pools. Biotech is very low value due to how much better a medkit operating itself will be than you using it. Influence at 8 dice isn't impressive, and as a ganger, my impression is yore a fight guy, so don't try to also be a smooth talker, at least not as a troll. Outdoors is similarly pretty crappy.
4. If you want to be a good fighter you're missing s lot of the good ware used for that role. Initiative enhancement. AGI enhancement. Boosts to soaking. Things that make your unarmed combat hit harder (well, Spurs are ok). A retinal smartlink. Gear like better armor and glasses/contacts/earbuds with vision and audio mods. Etc.

I'd echo what was said above and not build this using karma. In priority, for trolls, a good option is:

A: Meta
B: Resources
C: Attributes
D: Skills
E: Magic

Or flip A and B. Honestly it's hard to build trolls this edition. They're very overcosted for what you get. Having to pay so much for meta is the big problem. If you go low on skills take the Jack of All Trades quality from Run Faster. It will help you pick up more skills easily.
« Last Edit: <01-15-16/0636:14> by Whiskeyjack »
Playability > verisimilitude.

Black Bart

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« Reply #9 on: <01-15-16/1634:06> »
Picture a cowboy with a strap on his chest that holds all the shotgun shells. Thats what a bandoleer   is. I figured 650 would be a decent price on a custom made item for combat situations.
Does the longarms skill still apply to shotguns? It does in 4e but I wasn't sure. I just downloaded a 5e source book so maybe I'll answer my own question in a while.
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Novocrane

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« Reply #10 on: <01-15-16/1655:45> »
Quote
Picture a cowboy with a strap on his chest that holds all the shotgun shells. Thats what a bandoleer is. I figured 650 would be a decent price on a custom made item for combat situations.
I'm aware what a bandoleer is, but I thought you were working from gear that exists, rather than throwing money at something with no idea of costs. For comparison;
Quote
GEAR ACCESS
This feature allows items to be (stowed or) retrieved from the piece of armor with more ease than usual. Complex actions become Simple, and Simple become Free. Free stays Free, but gamemasters can consider allowing an extra Free Action for the Action Phase.
Modifying your armour with this costs 4 capacity and 150¥. It works with reloading, as well as taking out or putting away other gear. It also negates any positive social modifiers from your armour, but that shouldn't be a problem.
Quote
Does the longarms skill still apply to shotguns?
Yes.

Quote from: Suggestions
Junkyard Jaw (Standard) Ess:0.75 NYN:2,000¥ (DV:Str+3P AP:-6)
Sleep Regulator (Omega) Ess:0.1, NYN:9,000¥ (sleeps for 2d6 hours, causes Disorientation if woken or kept awake longer than 2 days)

Headphones R4 200¥
 Select Sound FIlter R4 1000¥

Omnidirectional Mic R3 150¥
 Audio Enhancement R1 500¥
 Spatial Recogniser 1000¥

Goggles R5 250
 Flare Compensation 250¥
 Vision Enhancement R3 1500¥
 Vision Magnification 250¥
« Last Edit: <01-15-16/1726:59> by Novocrane »

Hobbes

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« Reply #11 on: <01-15-16/1703:13> »
Uneducated is a brutal disad.  I strongly advise something else.  Having to make a logic+computer test just to use your Commlink is a very bad thing.

You've got Cyberspurs, you can go with Unarmed (Cyber) instead of Close Combat.

Agility, Intuition, Reaction are your primary stats.  Get those as high as you can.  Karma gen is pretty stingy though.

Black Bart

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« Reply #12 on: <01-15-16/1708:03> »
everybody keeps saying autos. I know there are penalties for shotguns but does that outweigh the imagination? lame way to put it but I did want to rp, not just give it up for cold computations.
for the day job thing. is made man the best route for that? My contact doesnt allow me to take made man. I could change it but Puyallup was troll teritory 16 years ago.
« Last Edit: <01-15-16/1710:59> by Black Bart »
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Black Bart

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« Reply #13 on: <01-15-16/1713:09> »
Have a baby in my arms making typing difficult, sorry for any inconvenience reading that last one
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Novocrane

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« Reply #14 on: <01-15-16/1733:33> »
Quote
for the day job thing. is made man the best route for that? My contact doesnt allow me to take made man.
Why doesn't your contact allow it? Made Man gives you a Loyalty 3 group contact that you work for / get cheaper gear from. One of the options for group contacts is 'Street Gang'. (Connection 1) You're already part of a gang and dealing drugs ...
« Last Edit: <01-15-16/1735:12> by Novocrane »